2014-07-13 12:48:14 -04:00
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#ifdef UBO_DISABLED
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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#else
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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#endif
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2014-01-19 14:38:05 -05:00
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2014-07-13 12:48:14 -04:00
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uniform vec3 windDir;
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uniform mat4 ModelMatrix;
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uniform mat4 InverseModelMatrix;
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2014-02-28 11:29:05 -05:00
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2014-06-27 12:14:24 -04:00
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#if __VERSION__ >= 330
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2014-06-24 17:17:41 -04:00
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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2014-06-27 12:14:24 -04:00
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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#endif
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2014-06-24 17:17:41 -04:00
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2014-02-28 11:29:05 -05:00
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out vec3 nor;
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2014-01-19 14:38:05 -05:00
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out vec2 uv;
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void main()
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{
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2014-07-13 12:48:14 -04:00
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uv = Texcoord;
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mat4 ModelViewProjectionMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
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mat4 TransposeInverseModelView = transpose(InverseModelMatrix * InverseViewMatrix);
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nor = (TransposeInverseModelView * vec4(Normal, 1.)).xyz;
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gl_Position = ModelViewProjectionMatrix * vec4(Position + windDir * Color.r, 1.);
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2014-01-19 14:38:05 -05:00
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}
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